About UV tiles, size, and quantity


#1

Hello!

I got a model work in progress for animation, which is made of around 35 separated mesh/subtools. I unwrapped all of their UVs, but I bubped across a question. In Maya, should I resize these UVs so that all of them could fit on a single UV tile, so that i can have only one map(texture, displacement, etc), or is it fine if I create one for every one of them? I’m working from zBrush so wouldn’t be way too much work. And what would be the difference between these two methods?


#2

depends on how much texture resolution you need…
i would try to seperate them by material… like metal, wood, plastic…


#3

Using UV tiles can be a minor headache in Maya, since it doesn’t always automatically load tiles and you’ll have to periodically poke at viewport options to get them to load.

Are the meshes going to be combined, or are they actually separate pieces? (If they’ll have different materials, it’s usually best for them to be separate meshes if possible. Maya can do sub-mesh material assignments, but it can be a bit of a pain.) Parts that’ll stay separate don’t need to be UV unwrapped relative to each other, which can reduce the need for UV tiling since they can use separate textures anyway.


#4

It’s a mechanical dragon with, obviously, metal and organic parts. They are all separate meshes, I’m not even planning to combine them since the metal parts will not deform at all.

Here it is.

I got an other question. I’m working in zbrush, to color and make details, so when I’m exporting the texture maps they will be separated files, even if I resize all of them to fit on one tile. Is there an option for combining these files so that it can be on a single file, or should I just simply do it in photoshop?


#5

And one more. I’m experimenting with render and maps, and I don’t know why, there are meshes which create proper texture and displacement maps, and there ones which not. for Example,

The tail’s texture map is all messed up, the second one, is it’s horn, which created perfect and smoothed texture and normal maps. For the tail, the wireframe is visible with those maps, which is visible on the rendered picture. any suggestions?


#6

So I found what causes this effect, and it’s the UV shell itself is fallen to pieces. They look okay but all the edges are cut, like this.

Many of my geos ended up like this, somewhere between the process of zbrush and maya. Any idea what causes this?


#7

It looks to me like the mesh was exported from Zbrush with the Grp (Group) setting set to on. So the faces are all separated. You can merge the verts in Maya or go back to Zbrush and at the bottom of the Tool Pallet, in the Export sub-pallet disable Grp.


#8

No. I investigated the problem, it occurs when I export OBJ from maya then import it to zbrush. the program remembers the subdivision levels, so I didn’t need extra steps or projection to get the high res detail but it seems that this messes up the UV edges and leaves this effect.